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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143551 times)

Urist Mc Dwarf

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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #150 on: December 15, 2016, 08:26:57 pm »

Have the broken priest hide in the woods. We can use him as a scapegoat/distraction if need be, by blaming him for the brutewolf and any other monsters.

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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #151 on: December 15, 2016, 08:37:10 pm »

Make the home ready as soon as possible, from there we can do whatever we want.

Summon a demon of corruption in guise of a human to infest the next town
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omada

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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #152 on: December 15, 2016, 10:13:36 pm »

This demon is a lot like doing things in the shadows  (well, he is even made of a kind of shadow) mazes, fingers (I one day dreamed of fingers trying to pull my friends into stakes full of skulls hmmm it gave me a idea) and wolves (looks like we adopted wolves as our totem animal hehehe) so rampaging should be for later, we should ambush, play with their minds put one against the other

Do the shadows monsters!

Shadows!
(Copy and pasting from prior post).
A creature "made" of smoke that can assume the form of any humanoid and transform at will. A stalker/infiltration/scouting unit! Would ideally go fast, be disguised or hard to see, and non-solid in "smoke form" allowing it to easily traverse obstacles.

In other words, a creature that serves as a scout, hunter/stalker, and infiltration. It's natural form Is more or less a dense cloud of smoke that can pass through obstacles with ease that a human could not, like small gaps. It can transform into a humanoid form to imitate other humans and serve an infiltration rule.

 Ideally it can speak like a human and have combat capabilities (likely via transformed claws and other similar weapons), be hard/impossible to harm while in smoke form, and be hard to spot in smoke form. But all this stuff is secondary priority compared to the main functions.


And if we don't do this now, we can always do it later.

EDIT: To clarify: Try making one or two of the above from cultists. Maybe with some thematic burning-until-they-turn-into-smoke thing (unless that's too similar to DH1)

Then i propose something very similar to Xantalon

Then we send they in the night to see the weakness of our neighboors, not in term of "troops", but fears, intrigue, bandits, famine or whatever we can exploit, if not risky to the shadows they could kidnap someone weak stupid enough to be where nobody can hear him,or steal something. Then we can send the our sacred wordbearers to the village(s) with the weakest mind-set with all the answers they want, the stronger in mind we could send the priest, or deal personally with them.

IF we have time, and enough energy, maybe we should create more brutewolf to kill and/or harass some hunters and there we go showing that we solved the problem in our own village and we were tracking them to banish the beasts once for all... but will be their sanity what will be really banished <insert evil laughter here>

For the village actions: i really don't know, getting resources is desirable but any danger we could deal ourselfs, it's not like there is an army ready to deal with us right now.

I didn't read anywhere what bonuses a temple give, i think understand what bonuses the worship shall give, SO...

The villages should spent some time worshiping their new dark lord
this could replace some energy for more brute/shadow creation or something else... like...

A suggestion to later when the temple is complete

The Fingers of Despair (... it was the best name i could think)

 We could do later a smaller and non-moving hand-like demonic spawn that just hides in the decorations of the temple and act as traps, when someone non-friendly is alone he is grabbed and impaled before he can act, if someone is looking that they are going straight to the center or outside the maze someone dies In front of then to make they scared of keep going, when the victims is going into some dead end someone behind the party is going to die and make then move faster, with luck the most stupid troops will be entirely impaled and scream so loudly that could please our ears, and alert of intruders.

We could have an bigger version that do the same thing but grab humans that are still far in a long corridor, making then vanish in the dark with only their scream until someone hear a sound of someone being impaled, something like this: https://moviesfilmsandflix.files.wordpress.com/2015/08/rec-gif.gif

It could help to destabilize their minds,strike fear in their hearts, separate the group or even lead then straight to a trap (one corridor full of hidden hands of despair or other trap)

When we get enough followers and beasts instead some humans could be grabbed  to a hidden cellar or basement to lock then and just scratch their skin for pure torture, but keep it alive for further interrogation/experiences

(I hope my texts aren't that confusing)
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zomara0292

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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #153 on: December 15, 2016, 10:49:40 pm »

Let me say this. . If we plan on staying and improving the new homestead, or leaving and expanding our influence quickly, we need scouts to tell us if something is coming our way. To that end:
Spoiler: Xantalos comment (click to show/hide)
Though, if we follow though with this, Our Brutewolf should do the hunting of them for us, and then bring the strongest survivors to us to be transformed, while it gets to feast on the weak.
and
Spoiler: Chiefwaffles comment (click to show/hide)
But that should be done in a way that the weakest of our minions can become more well equip to serve us. In fact, it should be done in a way, to seem like a trial for those who we feel like their faith has waned too much. Make a fire filled with our dark power, and make it bright. All they have to do is walk in, without screaming, and sit amungst the fire. we can choose to let them burn, and say they wernt worthy, or fill thim with even more of our power, burn them to dust, and let their soul in habit said dust, if we want.

After all that is said, gaining resources is smart, for immediate use, and future projects.

p.s. If it isnt clear, i think we should stay and build up what we have, making scouts to explore the land, and help us prepare our next plans
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Ukrainian Ranger

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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #154 on: December 15, 2016, 10:51:44 pm »

We should make creatures only when large influx of energy is expected.
We have a lot of energy right now, and monsters are a good investment.
They are better investment when they are cheaper. And this means we need monsters when we get energy profit.
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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #155 on: December 15, 2016, 11:35:50 pm »

Cults:
  The New Way: No organization. 80 members in Fellshore.
    Power level: 13
      Of which: 8 spent digging a labyrinth beneath Fellshore
    Resources: 0
Raise the cult organization to low so that Sacred Wordbearers are above ordinary cultists.
Chain of command is: Nokluvgn -> Wordbearers -> Cultists
We want to have our cults grow over time, so Encourage the cultists to copulate frequently during worship.
Once we've solidified our control and structure of our cult, we can go to spread the "good" news of the Church of the New Way.

Shadows!
(Copy and pasting from prior post).
A creature "made" of smoke that can assume the form of any humanoid and transform at will. A stalker/infiltration/scouting unit! Would ideally go fast, be disguised or hard to see, and non-solid in "smoke form" allowing it to easily traverse obstacles.

In other words, a creature that serves as a scout, hunter/stalker, and infiltration. It's natural form Is more or less a dense cloud of smoke that can pass through obstacles with ease that a human could not, like small gaps. It can transform into a humanoid form to imitate other humans and serve an infiltration rule.

 Ideally it can speak like a human and have combat capabilities (likely via transformed claws and other similar weapons), be hard/impossible to harm while in smoke form, and be hard to spot in smoke form. But all this stuff is secondary priority compared to the main functions.


And if we don't do this now, we can always do it later.

EDIT: To clarify: Try making one or two of the above from cultists. Maybe with some thematic burning-until-they-turn-into-smoke thing (unless that's too similar to DH1)
I like the idea of making shadowy agents, but for now lets keep things simple, once we're tackling more difficult settlements than villages we can make infiltration units. Make shadowy scouts that will only patrol the countryside and report back to us on any travellers or other villages.
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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #156 on: December 16, 2016, 12:31:17 am »

Cults:
  The New Way: No organization. 80 members in Fellshore.
    Power level: 13
      Of which: 8 spent digging a labyrinth beneath Fellshore
    Resources: 0
Raise the cult organization to low so that Sacred Wordbearers are above ordinary cultists.
Chain of command is: Nokluvgn -> Wordbearers -> Cultists
We want to have our cults grow over time, so Encourage the cultists to copulate frequently during worship.
Once we've solidified our control and structure of our cult, we can go to spread the "good" news of the Church of the New Way.

Shadows!
(Copy and pasting from prior post).
A creature "made" of smoke that can assume the form of any humanoid and transform at will. A stalker/infiltration/scouting unit! Would ideally go fast, be disguised or hard to see, and non-solid in "smoke form" allowing it to easily traverse obstacles.

In other words, a creature that serves as a scout, hunter/stalker, and infiltration. It's natural form Is more or less a dense cloud of smoke that can pass through obstacles with ease that a human could not, like small gaps. It can transform into a humanoid form to imitate other humans and serve an infiltration rule.

 Ideally it can speak like a human and have combat capabilities (likely via transformed claws and other similar weapons), be hard/impossible to harm while in smoke form, and be hard to spot in smoke form. But all this stuff is secondary priority compared to the main functions.


And if we don't do this now, we can always do it later.

EDIT: To clarify: Try making one or two of the above from cultists. Maybe with some thematic burning-until-they-turn-into-smoke thing (unless that's too similar to DH1)
I like the idea of making shadowy agents, but for now lets keep things simple, once we're tackling more difficult settlements than villages we can make infiltration units. Make shadowy scouts that will only patrol the countryside and report back to us on any travellers or other villages.
+1 this!
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RoseHeart

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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #157 on: December 16, 2016, 01:26:27 am »

It crossed my mind when I was reading the first demonhood about how he was following a river with mine run off. And then this demonhood where he ordered the raw meat and glass of water.

So as for his physical needs. Would he prefer like organic meat? Would he be powered up by GMOs? Would he breath in a polluted city's air and feel refreshed?
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Egan_BW

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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #158 on: December 16, 2016, 02:17:56 am »

Make the little fleshlings work harder digging out our maze.
Make shadow-things. Shaped like wolves, obviously.
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NUKE9.13

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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #159 on: December 16, 2016, 05:36:23 am »

I was just rereading the old Demonhood, and realised I made a small error. I seemed to remember sacrifices/eating powering you up at a 1:1 ratio, but that was not (always) the case. I knew that made things too easy. Oh well. I ain't gonna retcon anything, but in future cases the power gain will be more sensible.

PS. I'm going to start writing the update, get your suggestions in quick if you want to influence things.

It crossed my mind when I was reading the first demonhood about how he was following a river with mine run off. And then this demonhood where he ordered the raw meat and glass of water.

So as for his physical needs. Would he prefer like organic meat? Would he be powered up by GMOs? Would he breath in a polluted city's air and feel refreshed?
Corruption of the environment is a sign of evil presences, yes. A demon would not necessarily enjoy the pollution itself, but the Evil behind it.
« Last Edit: December 16, 2016, 05:48:47 am by NUKE9.13 »
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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #160 on: December 16, 2016, 05:54:30 am »

I was just rereading the old Demonhood, and realised I made a small error. I seemed to remember sacrifices/eating powering you up at a 1:1 ratio, but that was not (always) the case. I knew that made things too easy. Oh well. I ain't gonna retcon anything, but in future cases the power gain will be more sensible.
It does make sense that there would be diminishing returns after a certain point. This can only push us towards more depraved and elaborate plans!
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NUKE9.13

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Re: Demonhood 2 -Number of worshippers: ~80-
« Reply #161 on: December 16, 2016, 06:48:19 am »


Shadows!
(Copy and pasting from prior post).
A creature "made" of smoke that can assume the form of any humanoid and transform at will. A stalker/infiltration/scouting unit! Would ideally go fast, be disguised or hard to see, and non-solid in "smoke form" allowing it to easily traverse obstacles.

In other words, a creature that serves as a scout, hunter/stalker, and infiltration. It's natural form Is more or less a dense cloud of smoke that can pass through obstacles with ease that a human could not, like small gaps. It can transform into a humanoid form to imitate other humans and serve an infiltration rule.

 Ideally it can speak like a human and have combat capabilities (likely via transformed claws and other similar weapons), be hard/impossible to harm while in smoke form, and be hard to spot in smoke form. But all this stuff is secondary priority compared to the main functions.


And if we don't do this now, we can always do it later.

EDIT: To clarify: Try making one or two of the above from cultists. Maybe with some thematic burning-until-they-turn-into-smoke thing (unless that's too similar to DH1)
Raise the cult organization to low so that Sacred Wordbearers are above ordinary cultists.
Unless anyone has any objections, this will happen.
Quote from: Paraphrasing a bunch of people
Make those shadow/smoke creatures and have them scout the area.

Have the cult focus on upgrading our base of operations


You decide it best to focus the cultists efforts on expanding your labyrint, as that Fellshore may serve as a base of operations from which to spread your insidious influence. They dig twisting tunnels, perplexing passages, and confounding chambers beneath the earth, with hidden entrances throughout the village, allowing them to put on a crude semblance of normality whilst dark deeds take place beneath their feet. Some tunnels are dug too close to the lake, and flood, whilst others run up against impenetrable bedrock- impenetrable with their current tools, at least. Your altar is moved into a chamber in the center of the labyrinth, where the villagers sacrifice animals and praise your name- flattering, but hardly filling. What little power you receive from these actions you return to them as a reward, in the form of a diabolic ecstasy. Your altar becomes a den of debauchery as your cultists lose themselves to the dark pleasures, engaging in feasting, fighting, and fucking. You regard these activities with bemusement, eventually deciding
-This is as it should be. Your followers shall be rewarded for their worship, and thus fall deeper into darkness.
-You will tolerate this behaviour, though not encourage it.
-This is unbecoming of your dark name. Evil is not necessarily chaos; your worshippers must be disciplined and diligent at all times.

Whilst your followers are constructing the maze, you work on creating a new minion to serve as your eyes and ears in the world around you. You select two cultists, and have them tied to a stake in the village square and burnt alive. As their screams fill your ears, you pour increasing amounts of evil energy into the flames, until the smoke rising from the fire does not drift off, but moves with purpose, flowing into the sacrifices. Soon the two villagers are entirely surrounded by thick clouds of black smoke, their screams muffled by the sound of coughing. Eventually the screams stop, and the flames die. The smoke, however, does not disperse, but remains glued to the now-dead villagers, their souls now trapped within, unable to ascend (or descend, or move sideways). You apply the finishing touches, binding the souls and the smoke together forever, and making their minds absolutely loyal to your command.
You bid the smoke-creatures to stand before you, and the amorphous clouds drift down from the pyre, then reform themselves into crude facsimiles of their former appearances. Unfortunately from close up they are quite easy to distinguish from real humans, but perhaps wearing a cloak or from a distance they might fool someone? For now, you command them to travel out into the countryside and watch for travellers and report on the state of surrounding villages, which they do.

Their efforts soon pay off, as one of them returns after a few days with word that several people have been seen moving between the villages for some unknown purpose, and that one of them is headed this way. They will be here in a few hours- you should immediately prepare to
-Eat them. Who cares what they want?
-Break their minds and find out what they want by force.
-Disguise your takeover of the village as best you can, and have the villagers act totally normal.
-Leave the village. Your presence here must not be detected, lest all your efforts at subtlety go to waste.
-Do something else.



Required: Choice regarding cultists behaviour.
   Action regarding the coming visitor.

Optional: Name the new smoke-spectre-things.
   Note that these are fairly powerful creatures, having been made as close to the specifications given as possible. Unfortunately disguising smoke perfectly as a human would require either substantially more power- more than it would be worth, really- or giving the creatures an understanding of illusion magic, which requires having some followers or books that know illusion magic. (You are capable of disguising yourself, but don't really know how to teach mortals to do so... it's like teaching someone how to breathe, or digest food- it's just an instinctive/automatic thing, you know?)


Name: Nokluvgn
Age: 2.5 months (edited to 2.5, don't know why I said 2.75 before)
Physical might: 27 (-4: creating smoke-things)
Mental might: 21 (-8: creating smoke-things)
Followers:80 (78 villagers, 2 Wordbearers)  (-2: sacrificed for smoke-thing creation)
Slaves: 1 - One mind-broken priest.
Servants: 3 - One brutewolf, two smoke-spectre-things.

Cults:
  The New Way: Low organization. 80 members in Fellshore (78 villagers, 2 Wordbearers)
    Power level: 14
      Of which: 8 spent digging a labyrinth beneath Fellshore, 1 spent worshipping you, 1 spent finding and sacrificing random animals.
    Resources: 0

Fortresses:
  Fellshore: A small fishing village nestled between a small lake and a forest, now undermined with tunnels and chambers forming a twisted maze, lit with smoky torches, the shadows forming strange shapes in the corner of your eyes.
    Small tunnel network: increases secrecy of local cult.
    Small (hidden) altar: A suitable place to sacrifice to you and praise your dark name.
« Last Edit: December 17, 2016, 09:56:19 am by NUKE9.13 »
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[Assorted Debautchery]
This is as it should be. Your followers shall be rewarded for their worship, and thus fall deeper into darkness.
The common rabble should be rewarded for being "enlightened" by  the new way. As long as they don't kill or maim other cultists, it's fine. We'll expect more restraint and order from our higher up cult members like the Wordbearers.

A traveller is headed this way.
Cultists: Disguise your takeover of the village as best you can, and have the villagers act totally normal. We need to see how well cultists can blend in.
Nokluvgn: Have the traveller come visit us once he arrives, pump him for information. Eat him if he discovers us.

Optional: Name the new smoke-spectre-things.
Nokluv Wraiths?

  The New Way: Low organization. 82 members in Fellshore (80 villagers, 2 Wordbearers)
Minor note that we're 2 cultists down
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Ukrainian Ranger

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-Leave the village. Your presence here must not be detected, lest all your efforts at subtlety go to waste.
Take the female Wordbearer, mind broken priest and all three servant with you

I don't want to camp there. We created a cult already and villagers should be fine acting alone. Time to move to a larger settlement
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

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[Assorted Debautchery]
This is as it should be. Your followers shall be rewarded for their worship, and thus fall deeper into darkness.
The common rabble should be rewarded for being "enlightened" by  the new way. As long as they don't kill or maim other cultists, it's fine. We'll expect more restraint and order from our higher up cult members like the Wordbearers.

A traveller is headed this way.
Cultists: Disguise your takeover of the village as best you can, and have the villagers act totally normal. We need to see how well cultists can blend in.
Nokluvgn: Have the traveller come visit us once he arrives, pump him for information. Eat him if he discovers us.

Optional: Name the new smoke-spectre-things.
Nokluv Wraiths?

  The New Way: Low organization. 82 members in Fellshore (80 villagers, 2 Wordbearers)
Minor note that we're 2 cultists down
+1
though Ukrainian Ranger has a plan for the soon future...
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